L L4D2node

CTerrorGameMovement::AirMove

0x004f8f80 · 499 bytes · __thiscall

_ZN19CTerrorGameMovement7AirMoveEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::AirMove() */

void __thiscall CTerrorGameMovement::AirMove(CTerrorGameMovement *this)

{
  float fVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  char cVar5;
  undefined *puVar6;
  longdouble lVar7;
  float fVar8;
  float local_4c;
  float local_48;
  undefined4 local_44;
  float local_40;
  float local_3c;
  undefined4 local_38;
  float local_34;
  float local_30;
  undefined4 local_2c;
  Vector local_28 [24];
  
  if (((((*(int *)(this + 0x810) == 0) ||
        (uVar2 = *(uint *)(*(int *)(this + 0x810) + 0x33c4), uVar2 == 0xffffffff)) ||
       (puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
      ((*(uint *)(puVar6 + 8) != uVar2 >> 0xc || (*(int *)(puVar6 + 4) == 0)))) ||
     (cVar5 = TongueMove(this), cVar5 == '\0')) {
    AngleVectors((QAngle *)(*(int *)(this + 8) + 0xc),(Vector *)&local_40,(Vector *)&local_34,
                 local_28);
    local_38 = 0;
    local_2c = 0;
    fVar8 = *(float *)(*(int *)(this + 8) + 0x2c);
    fVar1 = *(float *)(*(int *)(this + 8) + 0x30);
    VectorNormalize((Vector *)&local_40);
    VectorNormalize((Vector *)&local_34);
    local_44 = 0;
    local_48 = local_30 * fVar1 + local_3c * fVar8;
    local_4c = fVar1 * local_34 + fVar8 * local_40;
    lVar7 = (longdouble)VectorNormalize((Vector *)&local_4c);
    fVar8 = (float)lVar7;
    if ((fVar8 != 0.0) && (*(float *)(*(int *)(this + 8) + 0x38) <= fVar8)) {
      fVar8 = *(float *)(*(int *)(this + 8) + 0x38);
    }
    (**(code **)(*(int *)this + 0x5c))
              (this,(Vector *)&local_4c,fVar8,*(undefined4 *)(sv_airaccelerate._28_4_ + 0x2c));
    iVar3 = *(int *)(this + 8);
    iVar4 = *(int *)(this + 4);
    *(float *)(iVar3 + 0x40) = *(float *)(iVar3 + 0x40) + *(float *)(iVar4 + 0x268);
    *(float *)(iVar3 + 0x44) = *(float *)(iVar3 + 0x44) + *(float *)(iVar4 + 0x26c);
    *(float *)(iVar3 + 0x48) = *(float *)(iVar3 + 0x48) + *(float *)(iVar4 + 0x270);
    (**(code **)(*(int *)this + 0x9c))(this,0,0);
    iVar3 = *(int *)(this + 8);
    iVar4 = *(int *)(this + 4);
    *(float *)(iVar3 + 0x40) = *(float *)(iVar3 + 0x40) - *(float *)(iVar4 + 0x268);
    *(float *)(iVar3 + 0x44) = *(float *)(iVar3 + 0x44) - *(float *)(iVar4 + 0x26c);
    *(float *)(iVar3 + 0x48) = *(float *)(iVar3 + 0x48) - *(float *)(iVar4 + 0x270);
    (**(code **)(*(int *)this + 0x118))(this,0);
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)